mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-11-04 09:15:29 +01:00 
			
		
		
		
	occlusion culling fix, a little reshaping of map rendering for more useful profiler output and dynamic profiler text size
This commit is contained in:
		@@ -46,6 +46,7 @@ void set_default_settings(Settings *settings)
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	settings->setDefault("keymap_screenshot", "KEY_F12");
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	settings->setDefault("keymap_toggle_profiler", "KEY_F2");
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	settings->setDefault("keymap_toggle_force_fog_off", "KEY_F3");
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	settings->setDefault("keymap_toggle_update_camera", "KEY_F4");
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	// Some (temporary) keys for debugging
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	settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
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		||||
							
								
								
									
										40
									
								
								src/game.cpp
									
									
									
									
									
								
							
							
						
						
									
										40
									
								
								src/game.cpp
									
									
									
									
									
								
							@@ -888,11 +888,11 @@ void the_game(
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	//guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));
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	core::list<ChatLine> chat_lines;
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	// Profiler text
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	// Profiler text (size is updated when text is updated)
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	gui::IGUIStaticText *guitext_profiler = guienv->addStaticText(
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			L"<Profiler>",
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			core::rect<s32>(6, 4+(text_height+5)*3, 400,
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			(text_height+5)*3 + text_height*35),
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			core::rect<s32>(6, 4+(text_height+5)*2, 400,
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			(text_height+5)*2 + text_height*35),
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			false, false);
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	guitext_profiler->setBackgroundColor(video::SColor(80,0,0,0));
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	guitext_profiler->setVisible(false);
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@@ -951,8 +951,8 @@ void the_game(
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	bool respawn_menu_active = false;
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	bool show_profiler = false;
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	bool force_fog_off = false;
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	bool disable_camera_update = false;
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	/*
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		Main loop
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@@ -1188,9 +1188,18 @@ void the_game(
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			std::ostringstream os(std::ios_base::binary);
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			g_profiler->print(os);
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			guitext_profiler->setText(narrow_to_wide(os.str()).c_str());
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			std::wstring text = narrow_to_wide(os.str());
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			guitext_profiler->setText(text.c_str());
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			g_profiler->clear();
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			s32 w = font->getDimension(text.c_str()).Width;
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			if(w < 400)
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				w = 400;
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			core::rect<s32> rect(6, 4+(text_height+5)*2, 12+w,
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					8+(text_height+5)*2 +
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					font->getDimension(text.c_str()).Height);
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			guitext_profiler->setRelativePosition(rect);
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		}
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		/*
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@@ -1324,10 +1333,26 @@ void the_game(
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		{
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			show_profiler = !show_profiler;
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			guitext_profiler->setVisible(show_profiler);
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			if(show_profiler)
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				chat_lines.push_back(ChatLine(L"Profiler disabled"));
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			else
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				chat_lines.push_back(ChatLine(L"Profiler enabled"));
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		}
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		else if(input->wasKeyDown(getKeySetting("keymap_toggle_force_fog_off")))
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		{
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			force_fog_off = !force_fog_off;
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			if(force_fog_off)
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				chat_lines.push_back(ChatLine(L"Fog disabled"));
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			else
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				chat_lines.push_back(ChatLine(L"Fog enabled"));
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		}
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		else if(input->wasKeyDown(getKeySetting("keymap_toggle_update_camera")))
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		{
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			disable_camera_update = !disable_camera_update;
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			if(disable_camera_update)
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				chat_lines.push_back(ChatLine(L"Camera update disabled"));
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			else
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				chat_lines.push_back(ChatLine(L"Camera update enabled"));
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		}
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		// Item selection with mouse wheel
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@@ -1573,11 +1598,10 @@ void the_game(
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		v3f camera_direction = camera.getDirection();
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		f32 camera_fov = camera.getFovMax();
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		if(FIELD_OF_VIEW_TEST)
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			client.updateCamera(v3f(0,0,0), v3f(0,0,1), camera_fov);
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		else
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		if(!disable_camera_update){
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			client.updateCamera(camera_position,
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				camera_direction, camera_fov);
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		}
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		//timer2.stop();
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		//TimeTaker //timer3("//timer3");
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		||||
							
								
								
									
										188
									
								
								src/map.cpp
									
									
									
									
									
								
							
							
						
						
									
										188
									
								
								src/map.cpp
									
									
									
									
									
								
							@@ -3620,6 +3620,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
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	std::string prefix;
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	if(pass == scene::ESNRP_SOLID)
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		prefix = "CM: solid: ";
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	else
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		prefix = "CM: transparent: ";
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	/*
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		This is called two times per frame, reset on the non-transparent one
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	*/
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@@ -3689,27 +3695,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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	// Blocks from which stuff was actually drawn
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	u32 blocks_without_stuff = 0;
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	int timecheck_counter = 0;
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	core::map<v2s16, MapSector*>::Iterator si;
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	si = m_sectors.getIterator();
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	for(; si.atEnd() == false; si++)
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	{
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		{
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			timecheck_counter++;
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			if(timecheck_counter > 50)
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			{
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				timecheck_counter = 0;
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				int time2 = time(0);
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				if(time2 > time1 + 4)
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				{
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					infostream<<"ClientMap::renderMap(): "
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						"Rendering takes ages, returning."
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						<<std::endl;
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					return;
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				}
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			}
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		}
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	/*
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		Collect a set of blocks for drawing
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	*/
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	core::map<v3s16, MapBlock*> drawset;
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	{
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	ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);
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	for(core::map<v2s16, MapSector*>::Iterator
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			si = m_sectors.getIterator();
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			si.atEnd() == false; si++)
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	{
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		MapSector *sector = si.getNode()->getValue();
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		v2s16 sp = sector->getPos();
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@@ -3726,11 +3724,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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		sector->getBlocks(sectorblocks);
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		/*
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			Draw blocks
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			Loop through blocks in sector
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		*/
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		u32 sector_blocks_drawn = 0;
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		u32 sector_blocks_drawn = 0;
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		core::list< MapBlock * >::Iterator i;
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		for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
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		{
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@@ -3744,7 +3742,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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			float range = 100000 * BS;
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			if(m_control.range_all == false)
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				range = m_control.wanted_range * BS;
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			float d = 0.0;
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			if(isBlockInSight(block->getPos(), camera_position,
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					camera_direction, camera_fov,
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@@ -3753,16 +3751,16 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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				continue;
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			}
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			// Okay, this block will be drawn. Reset usage timer.
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			block->resetUsageTimer();
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			// This is ugly (spherical distance limit?)
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			/*if(m_control.range_all == false &&
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					d - 0.5*BS*MAP_BLOCKSIZE > range)
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				continue;*/
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			blocks_in_range++;
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			// This block is in range. Reset usage timer.
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			block->resetUsageTimer();
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			blocks_in_range++;
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#if 1
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			/*
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				Update expired mesh (used for day/night change)
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@@ -3812,11 +3810,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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				mesh_expired = false;
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			}
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#endif
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			/*
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				Draw the faces of the block
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			*/
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			{
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				JMutexAutoLock lock(block->mesh_mutex);
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@@ -3832,66 +3827,103 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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						&& m_control.range_all == false
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						&& d > m_control.wanted_min_range * BS)
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					continue;
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				blocks_drawn++;
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				sector_blocks_drawn++;
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				u32 c = mesh->getMeshBufferCount();
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				bool stuff_actually_drawn = false;
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				for(u32 i=0; i<c; i++)
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				{
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					scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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					const video::SMaterial& material = buf->getMaterial();
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					video::IMaterialRenderer* rnd =
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							driver->getMaterialRenderer(material.MaterialType);
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					bool transparent = (rnd && rnd->isTransparent());
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					// Render transparent on transparent pass and likewise.
 | 
			
		||||
					if(transparent == is_transparent_pass)
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					{
 | 
			
		||||
						if(buf->getVertexCount() == 0)
 | 
			
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							errorstream<<"Block ["<<analyze_block(block)
 | 
			
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									<<"] contains an empty meshbuf"<<std::endl;
 | 
			
		||||
						/*
 | 
			
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							This *shouldn't* hurt too much because Irrlicht
 | 
			
		||||
							doesn't change opengl textures if the old
 | 
			
		||||
							material has the same texture.
 | 
			
		||||
						*/
 | 
			
		||||
						driver->setMaterial(buf->getMaterial());
 | 
			
		||||
						driver->drawMeshBuffer(buf);
 | 
			
		||||
						vertex_count += buf->getVertexCount();
 | 
			
		||||
						meshbuffer_count++;
 | 
			
		||||
						stuff_actually_drawn = true;
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
				if(stuff_actually_drawn)
 | 
			
		||||
					blocks_had_pass_meshbuf++;
 | 
			
		||||
				else
 | 
			
		||||
					blocks_without_stuff++;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			drawset[block->getPos()] = block;
 | 
			
		||||
			
 | 
			
		||||
			sector_blocks_drawn++;
 | 
			
		||||
			blocks_drawn++;
 | 
			
		||||
 | 
			
		||||
		} // foreach sectorblocks
 | 
			
		||||
 | 
			
		||||
		if(sector_blocks_drawn != 0)
 | 
			
		||||
		{
 | 
			
		||||
			m_last_drawn_sectors[sp] = true;
 | 
			
		||||
	}
 | 
			
		||||
	} // ScopeProfiler
 | 
			
		||||
	
 | 
			
		||||
	/*
 | 
			
		||||
		Draw the selected MapBlocks
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	{
 | 
			
		||||
	ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);
 | 
			
		||||
 | 
			
		||||
	int timecheck_counter = 0;
 | 
			
		||||
	for(core::map<v3s16, MapBlock*>::Iterator
 | 
			
		||||
			i = drawset.getIterator();
 | 
			
		||||
			i.atEnd() == false; i++)
 | 
			
		||||
	{
 | 
			
		||||
		{
 | 
			
		||||
			timecheck_counter++;
 | 
			
		||||
			if(timecheck_counter > 50)
 | 
			
		||||
			{
 | 
			
		||||
				timecheck_counter = 0;
 | 
			
		||||
				int time2 = time(0);
 | 
			
		||||
				if(time2 > time1 + 4)
 | 
			
		||||
				{
 | 
			
		||||
					infostream<<"ClientMap::renderMap(): "
 | 
			
		||||
						"Rendering takes ages, returning."
 | 
			
		||||
						<<std::endl;
 | 
			
		||||
					return;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		
 | 
			
		||||
		MapBlock *block = i.getNode()->getValue();
 | 
			
		||||
 | 
			
		||||
		/*
 | 
			
		||||
			Draw the faces of the block
 | 
			
		||||
		*/
 | 
			
		||||
		{
 | 
			
		||||
			JMutexAutoLock lock(block->mesh_mutex);
 | 
			
		||||
 | 
			
		||||
			scene::SMesh *mesh = block->mesh;
 | 
			
		||||
			assert(mesh);
 | 
			
		||||
			
 | 
			
		||||
			u32 c = mesh->getMeshBufferCount();
 | 
			
		||||
			bool stuff_actually_drawn = false;
 | 
			
		||||
			for(u32 i=0; i<c; i++)
 | 
			
		||||
			{
 | 
			
		||||
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
 | 
			
		||||
				const video::SMaterial& material = buf->getMaterial();
 | 
			
		||||
				video::IMaterialRenderer* rnd =
 | 
			
		||||
						driver->getMaterialRenderer(material.MaterialType);
 | 
			
		||||
				bool transparent = (rnd && rnd->isTransparent());
 | 
			
		||||
				// Render transparent on transparent pass and likewise.
 | 
			
		||||
				if(transparent == is_transparent_pass)
 | 
			
		||||
				{
 | 
			
		||||
					if(buf->getVertexCount() == 0)
 | 
			
		||||
						errorstream<<"Block ["<<analyze_block(block)
 | 
			
		||||
								<<"] contains an empty meshbuf"<<std::endl;
 | 
			
		||||
					/*
 | 
			
		||||
						This *shouldn't* hurt too much because Irrlicht
 | 
			
		||||
						doesn't change opengl textures if the old
 | 
			
		||||
						material has the same texture.
 | 
			
		||||
					*/
 | 
			
		||||
					driver->setMaterial(buf->getMaterial());
 | 
			
		||||
					driver->drawMeshBuffer(buf);
 | 
			
		||||
					vertex_count += buf->getVertexCount();
 | 
			
		||||
					meshbuffer_count++;
 | 
			
		||||
					stuff_actually_drawn = true;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
			if(stuff_actually_drawn)
 | 
			
		||||
				blocks_had_pass_meshbuf++;
 | 
			
		||||
			else
 | 
			
		||||
				blocks_without_stuff++;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	} // ScopeProfiler
 | 
			
		||||
	
 | 
			
		||||
	std::string prefix = "CM: ";
 | 
			
		||||
 | 
			
		||||
	// Log only on solid pass because values are the same
 | 
			
		||||
	if(pass == scene::ESNRP_SOLID){
 | 
			
		||||
		g_profiler->avg(prefix+"blocks in range", blocks_in_range);
 | 
			
		||||
		g_profiler->avg("CM: blocks in range", blocks_in_range);
 | 
			
		||||
		if(blocks_in_range != 0)
 | 
			
		||||
			g_profiler->avg(prefix+"blocks in range without mesh (frac)",
 | 
			
		||||
			g_profiler->avg("CM: blocks in range without mesh (frac)",
 | 
			
		||||
					(float)blocks_in_range_without_mesh/blocks_in_range);
 | 
			
		||||
		g_profiler->avg(prefix+"blocks drawn", blocks_drawn);
 | 
			
		||||
		g_profiler->avg("CM: blocks drawn", blocks_drawn);
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	if(pass == scene::ESNRP_SOLID)
 | 
			
		||||
		prefix = "CM: solid: ";
 | 
			
		||||
	else
 | 
			
		||||
		prefix = "CM: transparent: ";
 | 
			
		||||
 | 
			
		||||
	g_profiler->avg(prefix+"vertices drawn", vertex_count);
 | 
			
		||||
	if(blocks_had_pass_meshbuf != 0)
 | 
			
		||||
		g_profiler->avg(prefix+"meshbuffers per block",
 | 
			
		||||
 
 | 
			
		||||
@@ -236,21 +236,21 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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	// If block is (nearly) touching the camera, don't
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	// bother validating further (that is, render it anyway)
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	if(d > block_max_radius)
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	{
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		// Cosine of the angle between the camera direction
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		// and the block direction (camera_dir is an unit vector)
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		f32 cosangle = dforward / d;
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		// Compensate for the size of the block
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		// (as the block has to be shown even if it's a bit off FOV)
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		// This is an estimate.
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		cosangle += block_max_radius / dforward;
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	if(d < block_max_radius)
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		return true;
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	// Cosine of the angle between the camera direction
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	// and the block direction (camera_dir is an unit vector)
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	f32 cosangle = dforward / d;
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	// Compensate for the size of the block
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	// (as the block has to be shown even if it's a bit off FOV)
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	// This is an estimate, plus an arbitary factor
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	cosangle += block_max_radius / d * 0.5;
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		// If block is not in the field of view, skip it
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		if(cosangle < cos(camera_fov / 2))
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			return false;
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	}
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	// If block is not in the field of view, skip it
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	if(cosangle < cos(camera_fov / 2))
 | 
			
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		return false;
 | 
			
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 | 
			
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	return true;
 | 
			
		||||
}
 | 
			
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 | 
			
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		Reference in New Issue
	
	Block a user